Game Development Community

Tgb And Tgb Pro

by Konrad Carstein · in Torque Game Engine · 01/06/2008 (1:06 am) · 3 replies

Hi,

I was looking at some feedback on the purchase of TGB. I have TGE and have a few projects in mind that seem like a good fit for using something like TGB.

I'm a little confused however on if I will need to modify the engine source right at the start and thus need to purchase TGB Pro.

Can anybody let me know if there are any common weaknesses in the TGB that would require modification of the source? For instance, how well does it handle simple pathing? If the pricing was structured better, I'd just start with TGB and upgrade if necessary. However doing so cost more then if you buy the whole thing.

Any feedback is appreciated, its not a lot of money either way, so I might just be splitting hairs, but I thought I'd ask.

Thanks!

#1
01/06/2008 (1:20 am)
I can only offer my personal opinion; get pro.
Just the fact that you can go look at the source code if there's something you need to figure out how to use is worth it alone. And as you figured; eventually you're going to want to modify SOMETHING.
#2
01/06/2008 (9:40 am)
You can create paths in the editor, but they are mostly static (not that you cannot change them dynamically), but to do a complex A* or other pathfinding algorithm, heading into the source to create a simple, fast instance would be the way to go. I believe there are script-only resources for a*, but I'm not sure. I cannot remember if they were created in the T2D beta days when the source was included with the engine instead of being split out like it is now. It is hard to come up with a list of "source only" additions without knowing what your project entails, or even the basics of the algorithms you need. For example, if you noted that there is minor 3D abilities in the engine for rendering Torque's DTS objects, but wanted to extend it to 3DS for artwork that you have purchased, it would require a pro license to implement a new 3D file format and make sure that it is implemented correctly.
#3
01/08/2008 (7:55 am)
As for pathing i'm looking at needing a "pacman" style of pathing. As the player moves the his/her character around the screen, they will be chased by multiple enemies around a very simple map. I would seem that there would be a way to do this without having to use A*, but I'm still pretty new to this. Can TGB handle something like that out of the box?